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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
351

協同設計創新對於半導體價值鏈之影響 - 以 DFM 為例 / Impact of Design Collaboration Innovation for Semiconductor Value Chain: Take DFM (Design for Manufacturing) as Case

申雲勇, Shen, Yun-Yong Unknown Date (has links)
隨著奈米積體電路時代的來臨, 在微影技術,半導體製造技術和電路設計技術的進步已導致新的機會來整合大部份在系統中被使用到的電子功能。例如經過SoC技術提供的單晶片解決方案 - 由可重複使用的矽智財共同構成的單晶片系統 (舉例來說: 微處理器矽智財、數位信號處理矽智財、記憶體矽智財和其他的明星矽智財共同構成的單晶片系統) 可以和其他的整合系統溝通。這種包括多項技術的整合方式漸漸增加DFM 的要求, 進而創造在半導體價值鏈之中新虛擬的整合鏈模式。 對於先進產品發展, 經由現存的分解方式價值鏈﹐從每個單一鏈節 (無晶圓設計,矽智財,電路設計自動化, 設計服務,光罩製造,晶圓製造和封裝/測試)所創造的聯合價值無法在短時間超越IDM (舉例來說: 無法提供較早的上市時間)。因此針對先進產品突破性的發展,整合每個單一鏈節變成重要的主題。本研究針對這一個整合議題提供一個新的設計合作平台作為解決方案。 研究將以 DFM議題在半導體價值鏈中的影響作為分析。針對公司和公司間的溝通界面, 設計合作平台將會提供更多的併進價值鏈知識整合。 / Advances in lithography, semiconductor processes and circuit design techniques at the nanometer IC era have led to new opportunities to integrate most of the electronic functions encountered in systems. The single-chip solution through System on Chip (SoC) which comprises reusable Silicon IP (SIP) such as Microprocessor, Digital Signal Processing (DSP), Memory and other Star SIPs enabling the system to communicate with other systems. This multidisciplinary approach calls for increasing Design for Manufacturing (DFM) needs among semiconductor value chain to enable a whole new virtual integrated chain. Through the existing disintegrated value chain, the synergized value contributed from each single node (fabless, SIP provider, EDA, design service, mask foundry, wafer foundry and assembly/test) could not fulfill the time-to-market benefit as the IDM provides for advanced product development. To integrate each single chain node becomes the important topic for advanced product breakthrough. A new design collaboration platform is proposed to address this integration issue. Study was conducted among this semiconductor value chain for the DFM (Design for Manufacturing) issue. The design collaboration platform addresses the inter-firm communication interface among the value chain to provide more concurrent value chain knowledge integration. By applying Fine’s double helix model with the evidence from DFM case, I successfully predict the re-integration trend of semiconductor industry post the disintegration model.
352

網頁刺激設計與消費者情緒對線上咖啡購物之影響 / The effects of website stimulus design and customer emotion on the purchase of online coffee bean

劉昱均, Liu, Yu chun Unknown Date (has links)
根據國際咖啡組織的統計資料顯示,全球咖啡需求不斷增加,對台灣人而言,咖啡也與國人生活息息相關。隨著電子商務的蓬勃發展,許多產業已由傳統商店轉戰線上虛擬商店,在這樣的趨勢下,網頁刺激設計的重要性也越來越受到重視,特別是對於普遍、可替代性高,且相當重要的咖啡豆而言。 然而,目前網頁呈現之相關研究認為消費者實際感受普遍局限於視、聽兩覺,除了這兩種感官,其他感官無法在網頁被操控,因此本研究除了希望探討網頁刺激設計對消費者於線上購買咖啡豆時情緒、態度及購買意圖的影響外,還企圖利用不同的視、聽覺刺激的組合,確認那些組合最能激發消費者的聯覺想像。 本研究採用實驗室問卷調查法,利用影片聲音有無、類3D照片效果有無以及快慢音樂節奏等不同的視覺與聽覺刺激變數組合,設計出8個網頁,並收集共120位受測者,邀請每位受測者觀看各種不同網頁設計元素所組成的網站,並搭配問卷調查以獲得實驗數據。 經過實驗結果分析,本研究發現不同的感官刺激組合確實能為消費者內心狀態與購買意圖帶來不同的影響效果,其中,正向愉悅度、支配度與網頁態度,搭配負向激發度的情緒、狀態組合最能激發消費者購買意圖;而類3D照片搭配快音樂節奏的組合除了最能為消費者創造上述內心狀態組合外,同時也是最能激發消費者聯覺效果的網頁刺激設計元素組合。 以上研究結果於學術上突破了現有文獻認為網頁上只能帶給消費者視覺、聽覺刺激的限制,於實務上除了提供最佳網頁設計元素與情緒組合的建議外,也發現用成本較低的類3D圖片便可同時達到提升購買意圖以及聯覺效果的目的,幫助企業能在激烈的電子商務競爭中脫穎而出,跳脫原本的價格策略,改而使用網頁設計的差異化來提升銷售量。 / According to the statistical data of International Coffee Organization, the demand of coffee beans is increasing in the whole world. With the rapid development of electronic business, many industries tend to sell their products on the internet. And the importance of website stimulus design has been highly regarded, especially for those which are universal, highly substitutable, and highly valued coffee beans. However, most of the studies related to web design think that consumer perception is limited to visual and aural stimuli; all senses can’t be manipulated on the website except these two senses. This study has two goals. First, we attempt to measure the effects of website stimulus design on consumer emotion and the intention to purchase coffee beans. Second, we experiment with the combinations of different visual and aural stimuli to confirm which kind of combination is most effective to arouse consumer’s synesthesia. The study is conducted in the laboratory with questionnaires. Totally eight websites are designed with the presence or absence of video sound, quasi 3D or 2D photo, and music tempo speed. One hundred twenty (120) subjects are invited and asked to do the questionnaire after viewing these websites. The results of the experiment show that people’s organism and purchase intention are significantly affected by different website stimulus designs. Among them, the combination of positive pleasure, dominance and web attitude with negative arousal can bring consumers’ purchase intention most excitement. The combination of quasi 3D and fast-tempo music can not only help consumers to establish the internal state that we mentioned above, but also can arouse their synesthesia. In terms of the academic contribution, the results of this study break the limitation of existing literature stating that only visual and aural senses can be delivered on the website. As for the practical contribution, we not only offer the suggestion of best stimulus combination and emotional combination for a website, but also get the empirical support that sellers may increase consumers’ purchase intention and synesthesia at the same time with low-cost quasi 3D photos. The outcome of the study can help sellers stay ahead in the fierce competition in online shopping environment. Using website stimulus design can enhance sellers’ sales, rather than just using the price strategy.
353

櫥窗網站的視覺介面設計特色與使用者滿意度:使用者體驗的中介影響 / Promotion Website Visual Interface Design Features and User Satisfaction: Mediating Effect of User Experiences

陳冠伶, Chen, Guan ling Unknown Date (has links)
在這個資訊大爆炸的時代,想要讓人們認識你就需要推廣你自己或你的商品。櫥窗展示便是一種常見的推廣方式。而在這樣大量的推廣需求及網路發達時代,櫥窗網站也應運而生。在這篇文研究中,櫥窗網站指的是以推廣自己為目標的網站。時代的潮流下,每種應用都愈來愈注重它的體驗。而使用者體驗應用在網站領域上,越來越多研究與將其與使用者介面的美感做連結。 基於以上,此篇研究將範圍縮小,希望以臺北故宮的櫥窗網站iPalace Channel為例子,目標是探討櫥窗網站視覺介面設計特色(美感與故事性)的使用者體驗及使用者滿意度。透過三種不同的iPalace Channel視覺介面設計,分為高、中、低程度的故事性與美感,比較三者不同的使用者體驗與使用者滿意度。最後在以問卷的方式做調查,而問卷統計結果是在櫥窗網站這個範疇下,高度美感與故事性的視覺介面相較於中度及低度的美感與故事性會得到最好的使用者體驗(美感、教育及娛樂的體驗)與滿意度。 / In the age of information explosion, promotion is one way to let people know you. And window displays is a way to promotion. Under the huge demand of promotion and Internet generalization, promotion website gradually emerge as the times require. Promotion website is just like window display. Hereby, the promotion website is a kind of website aimed to promote something. As the trend of our times, experience is more and more important in every application. And apply in the website domain, many researches connect user experience and aesthetic user interface. Base on previous mention, this study narrow down the scope, taking iPalace Channel, a promotion website of National Palace Museum (NPM), for example. This study aims to explore different aesthetic and storytelling levels of visual interfaces affect user experiences and user satisfaction on promotion website. Through questionnaire survey and compare three different visual interface designs to get the result. The result of this study find that for promotion website, High aesthetic and storytelling truly get best user experiences and user satisfaction.
354

交通運用状態を考慮した道路計画設計のための交通容量とサービス水準に関する研究

中村, 英樹, 大口, 敬, 森田, 綽之 03 1900 (has links)
科学研究費補助金 研究種目:基盤研究(B) 課題番号:17360245 研究代表者:中村 英樹 研究期間:2005-2007年度
355

永續都市觀點下住商混合社區之都市規劃 與設計模擬分析 / Urban design and planning tools in building sustainable mixed-use neighborhoods

張懿萱, Chang, Yi Hsuan Unknown Date (has links)
土地混合使用,尤其是住商混合使用,一直被認為是達成環境面永續都市或是生態城市的要素之一。其除了提高住商可及性使人們步行與騎自行車的機率增加外,同時也讓公共空間的安全性提高、並增加都市的活力。然而住、商兩者間不完全相容的土地使用型態卻也容易引發對居住環境的負面衝擊,例如噪音、異味、光線侵擾、使人感覺較擁擠、降低隱私性等使環境品質下降,而可能降低人對住商混合住宅社區的偏好。本研究從過去研究中較少提及的都市空間規劃與設計角度切入,探討不同都市規劃與設計元素如何影響住商混合區之環境品質,其研究目的有三:1. 歸納整理可能影響住商混合區建成環境之都市規劃與設計元素2. 建立環境面生態都市概念下,住商混合實質環境品質之評估面向與指標3. 分析各都市規劃與設計元素對住商混合建成環境指標之影響。 本研究以台北市的住三分區為基礎,建立模擬住商混合社區,模擬各種都市規劃、設計元素之變化情境,以利衡量每項都市設計元素以及組合情境影響下,住商混合社區各面向建成環境品質評估指標的變化。使用工具包括ArcGIS、Google ShetchUP、及AutoCAD軟體,以建立模擬都市基本圖,並使用空間分析工具、ArcGIS外掛模組及Excel計算各面向之環境指標數值。 研究結果顯示降低建築建蔽率有助於提升住商混合社區整體環境品質以及除了商店經營性外所有面向的建成環境(例如行人友善步行空間、居民住家可居住性及自然環境),商店經營性則於建蔽率40%-55%間時表現較佳。在建物形狀方面,顯示正方塔型與長條型建築在住商混合區建成環境各面向指標上表現的差別不大。此外,階梯式退縮建築對於行人友善步行空間、居民住家可居住性及自然環境等均有提升的效果。 / Mixed land use has been widely considered as one of the key planning principles for achieving (environmentally) sustainable city or eco-city in terms of promoting transit patronage, walking and biking, and incubating retail-business friendly communities. However, it may also lower the livability because of the problems like noise, light instruction and downgraded residents privacy as to decrease the residents’ preference to live in mixed-use area. Few studies, nevertheless, has been done on the roles of the various tools in urban planning and design in improving the physical environment for both residents and retail businesses. The objectives of the paper are: (1) to review the urban planning and design tools normally applied by planners which may have impacts on the physical environment of mixed-use community; (2) to compile an inventory of indexes corresponding to the quality of physical environment for both residents and retail businesses; and (3) to examine the impacts of these tools on the physical environment indexes. The research method involves an simulation analysis, which is conducted in a selected mixed-use community in Taipei city, Taiwan. The simulation analysis helps examining the impact of each of the tools on physical environment indexes . The software packages applied are Google SketchUp, AutoCAD, ArcGIS, and Excel. The results of simulation analyses suggest that lowering the building coverage rate (BCR) is helpful in improving overall quality of mixed-use community and all sub-indexes (i.e., pedestrian-friendly environment, residents’ livability and nature environment) except for retail business operation environment. The quality of retail business operation environment performs better when BCR stays at the intermediate level (between 40%-55%). In the aspect of building shape, there is minimal difference showed on the impact on the overall index between tower-shaped and slab-shaped buildings. Besides, the stair-shaped setback is suggested for better pedestrian-friendly environment, residents’ livability, and especially nature environment.
356

以使用性工程建構行動個人化數位攝影註釋系統 / Building a Mobile Personal Digital Photograph Annotation System Based on Usability Engineering

陳柏諺, Chen, Po Yen Unknown Date (has links)
隨著數位相機、智慧型手機等影像記錄產品的普及,人們可以隨時隨地按下快門,使得個人相片的數量不斷的增長。倘若照片中缺少了註釋,進行搜尋檢索大量的個人照片是困難的。雖然如此,人們卻會因為繁瑣累人的照片註釋工作而缺乏意願。 本研究藉由Kuo所發展出的PARIS (Personal Archiving and Retrieving Image System)作為來源系統架構,其系統解決了大部分個人數位影像語義標註的困難,也利用半自動註記方法減少使用者註釋負擔。但由於過去缺乏行動載具,PARIS並未開發一個現代化的行動註釋系統,來協助一般使用者進行個人影像註釋。 為了解決此問題,本研究利用使用性工程進行系統的建構,以設計及開發出一套現代化的行動影像註釋系統iPARIS (Integrated Personal Archiving and Retrieving Image System)。iPARIS擴展了PARIS設計出符合行動載具的後設資料結構與本體,包含將PARIS所定義的DDDC後設資料標準擴充為得以群眾註記之社群媒體地理標籤的iDDDC (Integrated Dozen Dimensional Digital Content),以及在既有的STO (Spatial and Temporal Based Ontology)的空間架構中加入更具彈性的地理標籤關聯方法GRO (Geotag Related Ontology)。iPARIS並利用工作流程設計、介面線稿設計、視覺設計、系統實作、使用者參與設計等步驟來設計及開發系統,再以迭代設計方法不斷地改善系統的使用者介面及使用者體驗。iPARIS在建置完成後利用參與啟發式評估量表、手勢次數、操作時間、操作路徑、錯誤次數進行使用性測試,而其測試結果也達預期的使用性目標。更進一步,透過分析使用者操作系統的實際行為來找出系統存在的使用性問題,並提出未來系統的改進方式。 透過完整的規劃與適切的設計系統介面,讓使用者在拍照、註釋、組織及管理照片都可以在行動應用程式上完成,並使此系統能滿足具有效率、具學習性、具記憶性、低錯誤率及高滿意度等Nielsen所提出的使用性標準,以降低個人影像註釋時的負擔,並增加使用者註釋個人照片的意願,以應付日益增長地個人數位影像資料的管理需求。 / With the widespread use of photograph recording products, such as digital camera and smartphone, people take photographs easily so that the number of personal photographs increases unceasingly. If photographs are lacking of annotation, searching and retrieving the large number of personal photographs become difficult. However, people are usually reluctant to the cumbersome and exhausted annotation work. In 2004, Kuo et al. developed PARIS (Personal Archiving and Retrieving Image System) to solve these problems. Based on MPEG-7, PARIS resolved most difficulties of personal digital image semantic annotation and lightened users’ annotation burdens by semi-automatic annotation methods. However, because of the lack of mobile device at that time, PARIS did not develop a modern mobile annotation system to help ordinary people annotate personal photographs. Therefore, this thesis builds a system with usability engineering as well as designs and develops a modern mobile image annotation system iPARIS (Integrated Personal Archiving and Retrieving Image System). iPARIS expands PARIS architecture to add the support for mobile. It expands PARIS DDDC metadata standard to iDDDC (Integrated Dozen Dimensional Digital Content) which is a crowdsourcing annotation enabled by third party social networking services, and provides STO’s spatial ontology a more flexible geo-information description methodology GRO (Geotag Related Ontology). iPARIS also takes the steps of workflow design, wireframe design, visual design, system implementation, participatory design to build the system; moreover, it keeps improving the user interface and user experience by iterative design. After implementing iPARIS, we conduct usability testing including participatory heuristic evaluation, gesture times, operation time, gesture path, error times, and interview. The test results reach the expected usability goals. Furthermore, the thesis finds some usability problems by analyzing users’ behaviors when they are using the application and brings future improvement for the system. By integral planning and appropriate interface design, this system lets user take, annotate, organize, and mange personal photos in a mobile application. We hope that iPARIS can meet the usability index to lighten the burdens of personal photograph annotation, arousing users’ desire to annotate personal photographs, and meet the growing needs for the management of personal digital photograph information.
357

環保議題融入中高級華語課程設計與實踐 / Environmental Issues in CSL Curriculum Design and Implementation for Intermediate-High Level Learners

林芝逸, Lin, Chih Yi Unknown Date (has links)
本研究期望能設計以環境保護為主題的華語課程,使中高級華語學習者在學習語言的同時,亦能了解相關環保知識,並透過共同討論現實世界所面臨的問題提升其環保意識。 研究目的為:一、了解中高級華語學習者之學習需求。二、提供環保議題融入華語教學課程設計參考模式。三、評估具體教學成效。在課程設計前,透過文獻分析釐清本課程適合的教學方法、教學目標訂定方式以及教學材料的選取、編寫準則,主要以主題式教學法(Theme-Based Language Instruction)、溝通式教學法(Communicative Language Teaching)、美國外語教學學會(ACTFL)之5C準則(5C Standards)及貝爾格勒憲章(The Belgrade Charter)中的六項環境教育目標為本研究之教學理念,並參考英語教學之經驗,思考環境議題融入語言課程可行方式。亦透過需求分析,向中高級學習者與教師發放問卷,了解「教」與「學」兩方對於環保主題課程的態度及看法。綜合文獻與需求分析結果為本研究課程設計總體方向,依此進行課程發展設計,並實際進行兩次課程實施以評估學習成就及整體課程設計,提出改進之道及後續研究建議。 本文主要研究方法為發展研究法、問卷及訪談調查法。發展研究法提供本研究可參照之設計流程,包含分析、設計發展、課程實施、成效評估、修正等階段。問卷調查用於課程設計前之學習需求分析、課程實施後之課程滿意度調查;訪談則用於課程實施後,了解學習者對本課程的想法、心得與建議,進一步回饋至修正建議。 透過教學實施,學習者對於本課程皆給予正面評價,認為本課程有意思且實用,不僅能使語言技能進步,亦能關心、討論環境議題,也讓平常少有機會接觸時事的學生更了解台灣社會與文化。本研究根據教學成效提出幾點教學建議:一、在教學內容選取上,現實議題探討能加強學習者之社會語言能力,且符合學習興趣,使學習者能更了解所處的社會環境。議題以真實材料或非真實材料呈現皆有其須注意之處。二、在環境教育目標於華語課程之實踐上,教師須於課堂提供察覺、認識之契機,透過引導,學習者能自行運用其技能與評估能力,最後發展出個人觀點與態度。三、在課堂活動規劃上,輸入、輸出型活動須搭配且循序運用。筆者並於篇末提出後續研究建議。 / This study examines the design of a Chinese language curriculum focused on environmental protection, and aims to enhance students’ language skills while increasing awareness about environmental issues. There are three purposes of this study; the first is to analyze the learning needs of intermediate-high CSL students, the second is to provide a design model for an environmentally themed CSL curriculum, and the third is to evaluate the effectiveness of its implementation. Also included is a review of previous studies that highlights appropriate methods of developing objectives, editing materials, and teaching. The instructional philosophy of this study is based on theme-based language instruction, communicative language teaching, the 5 C’s language teaching standards (ACTFL) , and the six objectives of environmental education in the Belgrade Charter. A learning needs questionnaire is also given to both teachers and students in order to survey their opinions on teaching and learning. The results of this needs analysis and extensive review of existing literature provide the main guiding principles behind the curriculum’s development. The results of two terms of implementations are presented, as well as potential further improvements. The main research method of this study is developmental research; surveys and interviews are used to as supplemental methods. The developmental research method provides a model for curriculum design, and calls for various phases of analysis, design (development), implementation, and evaluation. Survey research is then used to forecast learning needs before the design phase, and also to gather students’ feedback after the completion of the class. Interviews are used after each complete implementation to gather more information and impressions from students. After two complete implementations of the curriculum, the interview results show that students find the course practical and interesting, as they can not only enhance their language skills, but also raise their awareness of environmental issues through class discussion. In addition, they felt the class increased their understanding of Taiwan society and culture via discussion of current events. The main findings are as follows: 1) Content relating to social issues can simultaneously improve students’ sociolinguistic competence and also meet their learning needs. The contents can be provided in authentic or inauthentic contexts, but should follow certain design principles. 2) To fulfill the six objectives of environmental education in a CSL curriculum, the instructor needs to help students understand environmental issues first, and then guide students to use their analysis skills to evaluate current events. Afterwards, students will develop their own perspective and attitude. 3) To develop an effective course, the input and output activities should be arranged in sequence.
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一個國中補習班作文教學活動設計個案的探討 / An Investigation of Lesson Plans and Activities in Teaching: A course of Chinese writing for junior high students in a learning center

蔣宥萱 Unknown Date (has links)
本研究採用「個案研究法」,以一個國中補習班之作文班的七年級生為研究對象,進行作文教學活動的設計與實施結果的成效探討。 本研究的作文教學活動設計,係將學生區分成高、中、低三個學習成就區塊,根據不同的學習能力,設計不同的教學活動,並運用「合作學習」模式進行教學。教學實施後,分別從「學生作品」、「觀察紀錄」、「問卷調查」及「訪談紀錄」四個面向進行探討,分析教學活動的設計與實施成效。 第一章〈緒論〉,總述研究動機與目的、研究範圍與限制、研究方法與步驟,以及文獻探討。 第二章〈高成就學生之作文教學活動設計〉,從高成就學生的起點行為分析開始,以「創造思考教學」為設計主軸,訓練其「發散思維能力」與「想像力」,並結合「續寫作文題型」練習,最後再進行教學實施的成效探討。 第三章〈中成就學生之作文教學活動設計〉,從中成就學生的起點行為分析開始,以「情境作文教學」為設計主軸,訓練其「觀察力」與「感受力」,並結合「擴寫作文題型」練習,最後再進行教學實施的成效探討。 第四章〈低成就學生之作文教學活動設計〉,從低成就學生的起點行為分析開始,以「材料作文教學」為設計主軸,訓練其「記憶力」與「聯想力」,並結合「仿寫作文題型」練習,最後再進行教學實施的成效探討。 第五章〈結論與建議〉,第一節先說明教學活動設計與探討的總結論,第二節與第三節分別提出對教學活動設計與補教機構的建議,第四節則是表達對中學語文教師的期盼。 總體而言,根據學生不同的學習能力與需求,設定相符的教學目標與教學活動,不僅能激發更多的學習潛力,也能逐步培養寫作興趣與提升寫作能力。
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企業發展服務創新的組織方式之研究 / An Empirical Study of Organizing for Service Innovation

宋彥儒, Song, Yan Ru Unknown Date (has links)
製造業一直是台灣產業的強者,但隨著全球經濟發展,台灣製造業所獲毛利逐漸縮減以及服務業角色愈加重要之下,或許服務業所發展的「服務創新」,是拯救台灣低價值循環的一道解藥。過往國內外有關服務創新的研究,大都偏向於專案層次的探討,對於組織層級的著墨很少,其中有關「組織方式(Organizing)」的研究又更少。本研究認為組織方式的研究成果,可以使企業於發展服務創新的過程中,更知道如何有效地建構組織創新平台,以達到建立核心優勢與提升績效的目標。本研究以「組織設計」、「創新研發人力資源管理」、「新服務商品開發」與「外部知識取得」等四大構面為主軸,並針對國內在服務創新與服務力上表現優異的兩家企業-全家便利商店與王品集團,進行深入的個案研究。初步得到了以下的結論: (1)發展服務創新的企業,在組織設計上除了具有正式化的組織外,也會強調系統化的非正式組織,前者適合有形服務商品的開發,後者適合無形服務的發展。此外,因為服務的無形性,也會強調跨部門之間的互動與合作。 (2)發展服務創新的企業,在創新人力資源管理上,會特別著重於與接觸第一線顧客的員工之互動。在創新人力績效衡量方面,則會將顧客滿意度納入評核項目。 (3)發展服務創新的企業,在外部連結與知識取得上,會以開放式創新的概念積極向外獲取所需之技術知識與市場知識,並且讓顧客參與新服務的開發過程。 最後,本研究並提出實務上與後續研究上的建議。 / Taiwan's manufacturing industry has always been strong, but its gained profit margin has been gradually decreasing as the globlal competitition becomes fierce. On the other hand, the service industry plays a more important role than before in the economic development, and “service innovations” might become one of the key solutions to enhance the industrial added values and welfares. Most of the past researches related to service innovations are focused on the “project” level and very few studies are conducted at the “corporate” level, particulary concerning the issue of organizing. We believe the research results of organizing for service innovations can help enterprises set up a better organizational innovation platform in order to build core competence and to enhance performance. This study establishes a research framework with four major constructs: organizing, innovative human resources management, new service development process and external sourcing of knowledge and selects two innovative companies: the FamilyMart and WowPrime Group, for the case study in depth. Three major preliminary conclusions obtained from this study are as follows: (1)As far as organizaing for service innovation is concerned, the firm may use both formal and informal organization. The former one fits better for the tangible service products; and the latter one for intangible service products. Furthermore, the firm will emphasize the interdepartmental connection as the service itself is somewhat intangible per se. (2)As far as organizaing for service innovation is concerned, the firm will emphasize the interaction with the employees who have direct contacts with customers. Furthermore, the firm will include the customer satisfaction as one of the key performance indeices (KPI). (3)As far as organizaing for service innovation is concerned, the firm will actively acquire both of technical knowledge and market knowledge and will invite customers to participate in the development process of new services. Finally, this study draws some recommendations for both practititioners and follow-up researchers.
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點讀筆輔助提升國中文言文補救教學之設計研究 / A Design-based Research on Facilitating Learning Performance of Literary Chinese Remedial Instruction with Digital-Pen’s Support

蘇鈺涵, Su,Yu Han Unknown Date (has links)
本研究旨在運用點讀筆輔助國中文言文補救教學,基於設計研究法迭代改進的過程,設計點讀筆輔助國中文言文補救教材及學習策略,並驗證其對於國文補救教學的效益。本研究以高雄市某國中二年級參與國文補救教學共6位八年級學生為研究對象,以設計研究法在教學實際現場基於學生學習過程中的質化觀測訪談紀錄,以及學習成效前後測與點讀筆內建學習歷程記錄等量化數據資料分析結果,進行包括準備(分析、設計)、執行(發展、實施)、評鑑(反省、產出)之循環迭代改進過程,以探究與發展結合點讀筆與紙本課文輔助文言文補救教學教材與學習策設計,為教師運用點讀筆發展文言文補救教學教材提供可行之實施模式。 結果顯示,本研究透過設計研究法發展出一套可有效輔以文言文補救學習之點讀筆搭配紙本教材與學習策略模式,並經由兩次循環修正歷程,產出一套較佳之點讀筆搭配紙本與學習策略模式之教材設計。本研究歸納在設計上應考量點讀的搭配性、自學的引導性、內容的適切性,並建立程序指引提醒,以發揮點讀筆搭配紙本輔助閱讀學習之功能。本研究產出之點讀教材,可透過碼點貼紙支援文言文學習所需之背景知識的補充、課文朗讀與背誦、文意理解、提出問題深入思考等學習需求,也搭配SQ3R學習策略流程引導,適合於學習者自學,並且可以進行重複學習,學生具有高度自主性,為學習落後學生搭建一有效之學習鷹架,培養學生帶得走的能力,為國文補救教學開創一有效且創新的學習模式。 / This study aims to apply digital pens to assisting in the literary Chinese remedial instruction in junior high schools. Based on the process of Design-based Research iterative improvement, the digital pen supported literary Chinese remedial teaching materials and learning strategies are designed, and the Chinese remedial learning efficiency is verified. Six G8 students in a junior high school in Kaohsiung City participating in the Chinese remedial instruction are studied. With Design-based Research, the qualitative observation and interview records of the students’ learning process and the quantitative data analyses of the pretest and posttest of learning performance and the digital pen built-in learning process records are preceded cyclic iterative improvement, including preparation (analysis and design), practice (development and implementation), and assessment (introspection and output) to explore and develop the design of digital pen supported and paper-based texts integrated literary Chinese remedial teaching materials and learning strategies. It is expected to provide a feasible model for teachers developing digital pen supported literary Chinese remedial teaching materials. The results show that an effective literary Chinese remedial instruction integrated with digital pen supported and paper-based materials and the learning strategies could be developed through Design-based Research. Furthermore, with two cyclic revision processes, the better digital pen supported and paper-based integrated material design and learning strategies could be generated. It is concluded in this study that the collocation of digital pen, the guiding for self-learning, and the content appropriateness should be taken into account of the design, and the procedural guideline reminder should be established to present the function of digital pen supported and paper-based reading learning. Through code stickers, the digital pen supported materials could supplement the required background knowledge for literary Chinese learning, text reading and recitation, content comprehension, and in-depth thinking with problems. With the guidance of SQ3R learning strategies, it is suitable for self-learning and could be proceeded repeated learning and the students present high autonomy so as to build a learning scaffold for the students fell behind in learning, to cultivate students with the abilities to take away, and to create an effective and innovative learning model for Chinese remedial instruction.

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